"															\n\
#ifdef GL_ES												\n\
precision lowp float;										\n\
#endif														\n\
															\n\
varying vec4 v_fragmentColor;								\n\
varying vec2 v_texCoord;									\n\
uniform sampler2D u_texture;								\n\
uniform		float u_alpha_value;							\n\
															\n\
void main()													\n\
{															\n\
	vec4 texColor = texture2D(u_texture, v_texCoord);		\n\
															\n\
	// mimic: glAlphaFunc(GL_GREATER)						\n\
	// pass if ( incoming_pixel >= u_alpha_value ) => fail if incoming_pixel < u_alpha_value		\n\
															\n\
	if ( texColor.a <= u_alpha_value )						\n\
		discard;											\n\
															\n\
	gl_FragColor = texColor * v_fragmentColor;				\n\
}															\n\
";
